VC++ convert to Linux

#include <windows.h> // Header File For Windows
#include <math.h> // Header File For Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

GLuint texture[1]; // One Texture Map
GLuint base; // Base Display List For The Font Set

GLfloat rot; // Used To Rotate The Text

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

GLvoid BuildFont(GLvoid) // Build Our Bitmap Font
{
GLYPHMETRICSFLOAT gmf[256]; // Address Buffer For Font Storage
HFONT font; // Windows Font ID

base = glGenLists(256);								// Storage For 256 Characters

font = CreateFont(	-12,							// Height Of Font
					0,								// Width Of Font
					0,								// Angle Of Escapement
					0,								// Orientation Angle
					FW_BOLD,						// Font Weight
					FALSE,							// Italic
					FALSE,							// Underline
					FALSE,							// Strikeout
					SYMBOL_CHARSET,					// Character Set Identifier
					OUT_TT_PRECIS,					// Output Precision
					CLIP_DEFAULT_PRECIS,			// Clipping Precision
					ANTIALIASED_QUALITY,			// Output Quality
					FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch
					"Wingdings");					// Font Name

SelectObject(hDC, font);							// Selects The Font We Created

wglUseFontOutlines(	hDC,							// Select The Current DC
					0,								// Starting Character
					255,							// Number Of Display Lists To Build
					base,							// Starting Display Lists
					0.1f,							// Deviation From The True Outlines
					0.2f,							// Font Thickness In The Z Direction
					WGL_FONT_POLYGONS,				// Use Polygons, Not Lines
					gmf);							// Address Of Buffer To Recieve Data

}

GLvoid KillFont(GLvoid) // Delete The Font
{
glDeleteLists(base, 256); // Delete All 256 Characters
}

GLvoid glPrint(char *text) // Custom GL “Print” Routine
{
if (text == NULL) // If There’s No Text
return; // Do Nothing

glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base); // Sets The Base Character to 32
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}

AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle

if (!Filename)										// Make Sure A Filename Was Given
{
	return NULL;									// If Not Return NULL
}

File=fopen(Filename,"r");							// Check To See If The File Exists

if (File)											// Does The File Exist?
{
	fclose(File);									// Close The Handle
	return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
}

return NULL;										// If Load Failed Return NULL

}

int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator

AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture

memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/Lights.bmp"))
{
	Status=TRUE;									// Set The Status To TRUE

	glGenTextures(1, &texture[0]);					// Create The Texture

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]-&gt;sizeX, TextureImage[0]-&gt;sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]-&gt;data);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_GEN_T);
}

if (TextureImage[0])									// If Texture Exists
{
	if (TextureImage[0]-&gt;data)							// If Texture Image Exists
	{
		free(TextureImage[0]-&gt;data);					// Free The Texture Image Memory
	}

	free(TextureImage[0]);								// Free The Image Structure
}

return Status;										// Return The Status

}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height);						// Reset The Current Viewport

glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
glLoadIdentity();									// Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
glLoadIdentity();									// Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn’t Load Return FALSE
}
BuildFont(); // Build The Font

glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
glClearDepth(1.0f);									// Depth Buffer Setup
glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
glEnable(GL_LIGHT0);								// Quick And Dirty Lighting (Assumes Light0 Is Set Up)
glEnable(GL_LIGHTING);								// Enable Lighting
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select The Texture
return TRUE;										// Initialization Went OK

}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(1.1ffloat(cos(rot/16.0f)),0.8ffloat(sin(rot/20.0f)),-3.0f);
glRotatef(rot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(rot1.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(rot
1.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glTranslatef(-0.35f,-0.35f,0.1f); // Center On X, Y, Z Axis
glPrint(“N”); // Draw A Skull And Crossbones Symbol
rot+=0.1f; // Increase The Rotation Variable
return TRUE; // Keep Going
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC)											// Do We Have A Rendering Context?
{
	if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
	{
		MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}

	if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
	{
		MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}
	hRC=NULL;										// Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
{
	MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hDC=NULL;										// Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
{
	MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hWnd=NULL;										// Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
{
	MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hInstance=NULL;									// Set hInstance To NULL
}

KillFont();

}

/* This Code Creates Our OpenGL Window. Parameters Are: *

  • title - Title To Appear At The Top Of The Window *
  • width - Width Of The GL Window Or Fullscreen Mode *
  • height - Height Of The GL Window Or Fullscreen Mode *
  • bits - Number Of Bits To Use For Color (8/16/24/32) *
  • fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
wc.cbClsExtra		= 0;									// No Extra Window Data
wc.cbWndExtra		= 0;									// No Extra Window Data
wc.hInstance		= hInstance;							// Set The Instance
wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
wc.hbrBackground	= NULL;									// No Background Required For GL
wc.lpszMenuName		= NULL;									// We Don't Want A Menu
wc.lpszClassName	= "OpenGL";								// Set The Class Name

if (!RegisterClass(&wc))									// Attempt To Register The Window Class
{
	MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;											// Return FALSE
}

if (fullscreen)												// Attempt Fullscreen Mode?
{
	DEVMODE dmScreenSettings;								// Device Mode
	memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
	dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
	dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
	dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
	dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
	dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
	{
		// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
		if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By

Your Video Card. Use Windowed Mode Instead?",“NeHe GL”,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,“Program Will Now Close.”,“ERROR”,MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen)												// Are We Still In Fullscreen Mode?
{
	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
	dwStyle=WS_POPUP;										// Windows Style
	ShowCursor(FALSE);										// Hide Mouse Pointer
}
else
{
	dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
	dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
							"OpenGL",							// Class Name
							title,								// Window Title
							dwStyle |							// Defined Window Style
							WS_CLIPSIBLINGS |					// Required Window Style
							WS_CLIPCHILDREN,					// Required Window Style
							0, 0,								// Window Position
							WindowRect.right-WindowRect.left,	// Calculate Window Width
							WindowRect.bottom-WindowRect.top,	// Calculate Window Height
							NULL,								// No Parent Window
							NULL,								// No Menu
							hInstance,							// Instance
							NULL)))								// Dont Pass Anything To WM_CREATE
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
{
	sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
	1,											// Version Number
	PFD_DRAW_TO_WINDOW |						// Format Must Support Window
	PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
	PFD_DOUBLEBUFFER,							// Must Support Double Buffering
	PFD_TYPE_RGBA,								// Request An RGBA Format
	bits,										// Select Our Color Depth
	0, 0, 0, 0, 0, 0,							// Color Bits Ignored
	0,											// No Alpha Buffer
	0,											// Shift Bit Ignored
	0,											// No Accumulation Buffer
	0, 0, 0, 0,									// Accumulation Bits Ignored
	16,											// 16Bit Z-Buffer (Depth Buffer)  
	0,											// No Stencil Buffer
	0,											// No Auxiliary Buffer
	PFD_MAIN_PLANE,								// Main Drawing Layer
	0,											// Reserved
	0, 0, 0										// Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

ShowWindow(hWnd,SW_SHOW);						// Show The Window
SetForegroundWindow(hWnd);						// Slightly Higher Priority
SetFocus(hWnd);									// Sets Keyboard Focus To The Window
ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

if (!InitGL())									// Initialize Our Newly Created GL Window
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

return TRUE;									// Success

}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

		return 0;								// Return To The Message Loop
	}

	case WM_SYSCOMMAND:							// Intercept System Commands
	{
		switch (wParam)							// Check System Calls
		{
			case SC_SCREENSAVE:					// Screensaver Trying To Start?
			case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
			return 0;							// Prevent From Happening
		}
		break;									// Exit
	}

	case WM_CLOSE:								// Did We Receive A Close Message?
	{
		PostQuitMessage(0);						// Send A Quit Message
		return 0;								// Jump Back
	}

	case WM_KEYDOWN:							// Is A Key Being Held Down?
	{
		keys[wParam] = TRUE;					// If So, Mark It As TRUE
		return 0;								// Jump Back
	}

	case WM_KEYUP:								// Has A Key Been Released?
	{
		keys[wParam] = FALSE;					// If So, Mark It As FALSE
		return 0;								// Jump Back
	}

	case WM_SIZE:								// Resize The OpenGL Window
	{
		ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
		return 0;								// Jump Back
	}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);

}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
	fullscreen=FALSE;							// Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's Texturemapped Outline Font Tutorial",640,480,16,fullscreen))
{
	return 0;									// Quit If Window Was Not Created
}

while(!done)									// Loop That Runs While done=FALSE
{
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
	{
		if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
		{
			done=TRUE;							// If So done=TRUE
		}
		else									// If Not, Deal With Window Messages
		{
			TranslateMessage(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
	}
	else										// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active && !DrawGLScene()) | | keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
		{
			done=TRUE;							// ESC or DrawGLScene Signalled A Quit
		}
		else									// Not Time To Quit, Update Screen
		{
			SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
		}

		if (keys[VK_F1])						// Is F1 Being Pressed?
		{
			keys[VK_F1]=FALSE;					// If So Make Key FALSE
			KillGLWindow();						// Kill Our Current Window
			fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
			// Recreate Our OpenGL Window
			if (!CreateGLWindow("NeHe's Texturemapped Outline Font Tutorial",640,480,16,fullscreen))
			{
				return 0;						// Quit If Window Was Not Created
			}
		}
	}
}

// Shutdown
KillGLWindow();									// Kill The Window
return (msg.wParam);							// Exit The Program

}
can anyone help to convert the above code to linux version… urgent!

It’s so urgent you didn’t even had time to post the code using the code-tag to show the code properly?

That code is over 500 rown, and 85-90% of that is pure Win32 API/GLAUX specific code. That means the whole program has to be rewritten from scratch. And since you use GLAUX for loading bitmaps, you must either code your own BMP-loader, or find another library to do the work.

Honestly, your best shot here is to compile the code on/for Windows, and use an emulator to run it under Linux.